Been hard at work for the last few months on this update. Hope it was worth the wait!
As a patron, you have early access to this content by using the beta password "koboldyipyap" within Steam's KoboldKare properties.
I'm excited to reveal:
I've converted all KoboldKare content into a mod format with the intent to make the game moddable! With it, I've created two mods:
Lilith, a new kobold type! They've got big floppy ears, and a lithe body frame.


You can find them both on the KoboldKare workshop, subscribe to them (and enable them in the mod menu) to see them in-game! It's only visible to users who own KoboldKare, and are logged in to Steam at the moment.
I've also been hard at work on documenting how to make your own mods here: https://wiki.koboldkare.com/index.php/Modding
Much of the documentation is a draft, but I put it on a wiki so anyone can help make it better!
Now there's only one Camera in the scene, and it hot-swaps between programmable configurations.
This allows for lots of fun stuff like making sure the character's head is in rule of thirds, and when you look up in third person that it puts the butt exactly where I want on the screen while adjusting the FOV.

Lerping between configurations is smooth, allowing seamless transitions to various modes-- Like going from 3rd person to ragdoll camera mode. The ragdoll needs to be centered.
Raytracing keeps the camera from clipping through walls in third-person or locked-cam modes.
Precision grabbing, and grabbing happens from the camera now. So playing in third person is much more doable.
There might be a few bugs here and there, and I know that some actions have gotten a bit more difficult with the new camera system. I'm hoping I can harden the code more as I work on other things.

To make ragdolls easier to create, I wrote a complicated ragdoll creator that takes into account muscle limits from within mechanim. They have real necks now!

The precision grabber is really really powerful and can easily make ragdolls violate their own limits-- however I'd prefer soft limit violations over hard jittering. It's very fun to pose and toss kobolds around.
Dicks are no longer equipment, this means that old saves will load incorrectly. Sorry!
This was an important change to make way for Modding, as making a new dick is significantly easier without having to arbitrarily assign it a new equipment slot, icon, localized description, and assigning correct equippable flags.
In my gross misunderstanding of statistics, I was using extremely incorrect random values to represent kobold stats. (I was using the raw deviation as if it was a random gaussian distributed value between 0 and 1).
This lead to nearly every random value to have a 36% chance to be outside -1 to 1. And since I assumed it was 0 to 1, it's a nearly 50% chance to be either the min or max value. Whoops!
I properly studied up, and now I'm using Marsaglia polar generated guassian numbers, and I tested them to make sure they work properly!
Kobolds should now have much more regular proportions, while also never completely eliminating the chance to get absolutely crazy proportions sometimes.
For a long time, Kobolds had an extreme head-bob in their animations. In the past I used some smooth lerp camera tricks to keep the camera mostly centered on the Kobold's head-- but this slimey, slidey solution made people feel nauseous after long play sessions.

I've redone all the animations with a special IK rig to keep the head static relative to the armature no matter what. Now there's NO head bob! This has drastically reduced how bouncy and fun the animations are-- but now holding W actually smoothly moves your character forward like any other FPS game.
Right now Steam cloud won't be available during the patreon beta, but as soon as it hits public, it will be activated for all Steam owners. I'll write a Steam update post to detail this later!
Many of these fixes are from dutiful people submitting issues they run into on github. I'll mark each with the related issue number.
I'm super happy that many of y'all have been using the open-source nature of KoboldKare to make the game better! The rest of this update post is going to be dedicated to the folks willing to contribute directly to KoboldKare!
Thank you DirtyGoat! I could always use more cheats. Now I just need to refactor cheats to not be so clunky to use haha.

More props have been remastered than what I've shown in this image, I couldn't fit them all on this page!
This is an absolutely crazy amount of work that you've put in Pochemu, thank you so much! I hope to return the favor somehow.

Really cool thing to add RWsYiffyMind, and thank you for being willing to work with me on getting the effect in a way that made us both happy!

Thank you Dys White! This is a really really high quality model, I really love fantasy stuff like this. I wish KK supported real prehensile motion to really bring it to life, but this is really cool as it is.

Thank you Fancyneer for filling the world with more interactivity! The new stations are creative and fun, awesome!
deathwisher
2023-04-28 06:07:00 +0000 UTCNaelstrof
2023-04-27 20:28:10 +0000 UTCdeathwisher
2023-04-27 18:44:50 +0000 UTCNaelstrof
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2023-04-26 20:30:32 +0000 UTCNaelstrof
2023-04-04 11:44:06 +0000 UTC